Posted: Wed May 27, 2009 6:15 am
Or perhaps just to see it use the js console to drop the ship's energy (player.ship.target.energy = 100 or somesuch after targetting it) and then just shoot it once. The script triggers on energy low.
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It should be strong, but not untouchable. With the recharge rate of 40 you must use a continuous stream of 4 military lasers to beat it. Doable but difficult against a moving object. I would double the ships energy but cut the recharge rate in half.pagroove wrote:Then edit the plist for that. But shouldn't a ship with a length of 1.2. km not be strong?
Or call that function direct by typeing: player.ship.target.script.shipEnergyIsLow()thargoid wrote:Or perhaps just to see it use the js console to drop the ship's energy (player.ship.target.energy = 100 or somesuch after targetting it) and then just shoot it once. The script triggers on energy low.
Here you asked for it yourself: set of 3 torpedos with thank to Cmdr Wyvern. I used his nuke.oxp and added 2 extra torpedos. Long time ago I already replaced on one torpedo the warhead with a quirium mine. On your request I now added extra explosive charges to this torpedo.pagroove wrote:1. How about special BigshipTorpedo's that first cut through the hull and then explode from the inside. So that we can destroy everything in the Ooniverse. (including stations)
I think it is because it is centred wrong. It looks like the zero coordinate is defined at the back not the middle of the ship.Nemoricus wrote:The Osiris seems to have too big a collision box.
As it is now, it uses the bigTrader populator. That one adds ships on basis of the productivity of a system alone. (With a randomise factor) Systems with higher productivity need more transportation capacity so it makes sense to mainly add big ships there. And when growing cheap grain at mass you can have a big productivity despite of a low government type..., but is it a good idea to have it appear in low tech, low government systems like a TL 3 Dictatorship?
Are you using the big texture? I would advice to switch to the light version then.Eric Walch wrote:It should be strong, but not untouchable. With the recharge rate of 40 you must use a continuous stream of 4 military lasers to beat it. Doable but difficult against a moving object. I would double the ships energy but cut the recharge rate in half.pagroove wrote:Then edit the plist for that. But shouldn't a ship with a length of 1.2. km not be strong?
Or call that function direct by typeing: player.ship.target.script.shipEnergyIsLow()thargoid wrote:Or perhaps just to see it use the js console to drop the ship's energy (player.ship.target.energy = 100 or somesuch after targetting it) and then just shoot it once. The script triggers on energy low.
Here you asked for it yourself: set of 3 torpedos with thank to Cmdr Wyvern. I used his nuke.oxp and added 2 extra torpedos. Long time ago I already replaced on one torpedo the warhead with a quirium mine. On your request I now added extra explosive charges to this torpedo.pagroove wrote:1. How about special BigshipTorpedo's that first cut through the hull and then explode from the inside. So that we can destroy everything in the Ooniverse. (including stations)
This was more difficult than I initially thought. One restriction was that it still should fit in the standard ship launch tube. I only managed by drastically reduce the amount of propelling fuel. To get an acceptable action radius after all, I also replaced the engine with a much more fuel economic one at the cost of much of its speed. For large ships this will still be fast enough.
I called it the "penetrating torpedo". Normal missiles are useless against big ships. For some reason normal missiles do no damage on large ships. This torpedo however, does first penetrate the hull with a small explosion and only than releases its main payload within the target ship. 3 of the missiles are enough to kill a dredger.
(With your Orisis I have a problem. When trying to kill it Oolite crashes. Not only with the missiles but also with laserfire. Would be interesting to hear if others experience the same).
I believe that this is a general problem, especially with the trunk build.Nemoricus wrote:The Osiris seems to have too big a collision box.
Yeah...subentitiy problems. I even did take some time to look at the specific code but could not see any obvious problem. Guess I'll need to look further, especially since I've got the impression that my other code tweak idea really is too complex at the moment and except a strange instant-close of Oolite it's the only real problem I do see with the trunk version compared to 1.72.2 - and the trunk build already has a reals showstopper of 1.72.2 removed, thus I consider it more stable (talking about the escorts with escorts loop).ClymAngus wrote:Really ? I thought I fixed that with the neo ship?
OK it still won't do fuel stations. But show me a turreted ship that will.
I also have no clue, but all ships are assigned a collision radius on initialisation. By this the ships are interpreted as spheres. The real collision detection starts when you enter the sphere. When you turn the show-bounding-boxes ON, you see a box drawn around all ships. When you approach the face of the main box, you touch the invisible collision radius before you hit the box.Screet wrote:Yeah...subentitiy problems. I even did take some time to look at the specific code but could not see any obvious problem. Guess I'll need to look further, especially since I've got the impression that my other code tweak idea really is too complex at the moment ....
In Wings just select the whole ship. Than in the menu: Tools --> Center --> All.pagroove wrote:How do I recenter it?